1
General D&D Discussion / Re: The Windstorm Principle
« on: April 03, 2012, 06:30:44 PM »Okay, fellows. None of that discussion about how mundanes should be is directly related to the OP's ideas. We already know D&D mundanes can't stack up, and the OP's point has been disproven when he says that a system has failed when unable to support a concept.
This new learning amazes me, Sir Bedievere. Explain again how sheep's bladders may be employed to prevent earthquakes!
Quote
My opinion is that D&D has failed in many ways once you look under the hood, but it at least attempts to provide boundless versatility. That is not a failure. I have become highly disenchanted by 3.5, but I wouldn't say that the system has failed. After all, a game has not failed as long as it is fun; few would argue that 2E, with the requirements for countless house rules to make anything work, failed outright--many have wildly enjoyable memories of it.
D&D, as a class-based system, provides crap versatility.
But that's not the point.
We all know that some concepts cannot be supported by any system because they are internally inconsistent (armless archer).
We all know that some concepts should not be supported because they break the story (Pun-Pun).
We all know that many, many narratively viable concepts, which are supported by other RPG systems, are not supported by D&D. It fact, we just had pages of discussion where everyone who isn't talking-to-trees-insane agreed upon this point. Somehow, you construe this as proof of the opposite.
Since you completely fail at this: http://en.wikipedia.org/wiki/Principle_of_charity
... let me formulate a statement more palatable for tiresome little quibblers.
An RPG system where having a character concept inhibits optimization is failed system.
or better yet:
An RPG system fails to the degree that character concept inhibits character optimization.
Thus, in a well-designed system, concept and mechanical optimization are closer to orthogonal. The desire to explore a certain type of narrative, rather than the desire to optimize, controls at least major character choices.
Narrative consistency and common sense still constrain what is optimal... unless your campaign is very silly indeed, it is right and proper that Bonzo the Master Toothpick Wielder isn't going to fare well against the Hahne-Kedar 3000 Series Military-Grade Security Bot (Antipersonnel Loadout).
But indeed, a truly superior system would flexible enough that you (the GM) could decide to be just that silly. Modular systems like the HERO system approached that goal much more closely than D&D, although still with significant problems, like the way that a baby can throw a football 80 yards.
There is no narrative reason why two-weapon fighting should suck in D&D. There is no narrative reason why everyone in GURPS 3rd edition was running around with a pick instead of a sword or axe. These are mechanical failures.
Mechanics are there to determine story outcomes, not story preconditions.